Herondal Lapetty |
I'm okay with doing that instead if GM ZD is.
Telekenetic Projectile attack if allowed: 1d20 + 15 ⇒ (13) + 15 = 28
Telekenetic Projectile damage to red if allowed: 4d6 + 4 + 1 ⇒ (6, 1, 6, 3) + 4 + 1 = 21
PFS 2 GM ZD |
Salliss downs a potion.
Herondal shoots reds gem at green.
It collides and bounces off and down to the bottom of the statue.
Green continues to attack Wolfie.
claw: 1d20 + 16 ⇒ (16) + 16 = 322d6 + 10 ⇒ (5, 6) + 10 = 21 Hit. DC 24 fortitude save vs curse, primal, transmutation or be slowed 1, slowed 2 on a critical failure
claw: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 192d6 + 10 ⇒ (4, 2) + 10 = 16 Miss
claw: 1d20 + 16 - 8 ⇒ (7) + 16 - 8 = 152d6 + 10 ⇒ (4, 4) + 10 = 18 Miss
Round 4-Bold May Act
Barydeth
Pip
Red-bloodied
Salliss: slowed 1
Herondal
Green-injured
Ionic
Hopper
Round 5-On Deck
Barydeth
Pip
Green: 48/80; sickened 1
Red; 13/80; sickened 1; d12 bleed
Ionic Saltbeard |
Ionic takes his trident and stabs out once.
Trident, Doubling rings, Cold Iron, IC: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Damage, piercing, IC: 2d8 + 6 + 1 ⇒ (4, 8) + 6 + 1 = 19
He then stabs again with his trident and dagger in quick succession.
Trident, Doubling rings, Cold Iron, 2nd Strike, Hunted Prey IC: 1d20 + 16 - 3 + 1 ⇒ (2) + 16 - 3 + 1 = 16
Damage, piercing, IC: 2d8 + 6 + 1 ⇒ (5, 4) + 6 + 1 = 16
“Next the dagger!” +1 Striking Clan dagger, 3rd+ strike, Hunted prey, IC: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23
Damage, Bludgeoning, IC: 2d4 + 6 + 1 ⇒ (2, 4) + 6 + 1 = 13
He brings his dagger up into a defensive position, before lashing out one last time.
“Next the dagger!” +1 Striking Clan dagger, 3rd+ strike, Hunted prey, IC: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19
Damage, Bludgeoning, IC: 2d4 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13
◆ Basic Strike ◆Twin Takedown (Combine damage together if both hit) ◆ Interact to Parry (AC 26 for the round) ◆ (Haste) Strike
Bardyth the Giant |
actions from on my turn after pip.
"I trust you got..." Bardyth will say to Ionic, then he leaps over to be within reach of green. He then flicks the whip out to disarm green's gem too.
athletics: 1d20 + 19 ⇒ (14) + 19 = 33
well, that MIGHT be a crit success... especially if Pip attempts a disarm and succeeds herself.
Then he will attempt to trip green
athletics, map: 1d20 + 19 - 5 ⇒ (7) + 19 - 5 = 21
The Mad Hoppper |
If red is down after Ionic round Hopper would swap his places with Wolfie and attack green, otherwise attack Red, and swap with Wolfie
Hopper slices with his weapon at the foe and then turn around and swaps places with Wolfie.
Cold-iron dogslicer@red/green, ic, flanking: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
Damage, cold-iron, slashing, backstabber, ic, pure goblin awesomness: 2d6 + 1 + 1 + 1 ⇒ (1, 3) + 1 + 1 + 1 = 7
Attack, move, command animal
Hopper's Wolf |
Fortitude, id, DC23: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Wolfie attacks odd creature with jaws
Jaws@green, ic: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Damage, piercing: 2d8 + 3 + 1 ⇒ (1, 5) + 3 + 1 = 10
But missess and moves away
Pip Hip Hooray |
Performance (dance): 1d20 + 15 ⇒ (13) + 15 = 28
◇Lingering Performance
◈ Inspire Defense
Pip moves closer to do the whipping and disarming thing.
◈ Whip+I.C: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
And likely fails. Boo!
◈◈ Telekinetic Projectile: 1d20 + 16 ⇒ (1) + 16 = 17
Bludgeoning, Piercing or Slashing: 4d6 + 4 ⇒ (6, 6, 4, 3) + 4 = 23
I have no idea where that gemstone is going...
Pip will whip at the unattended gemstone that fell at Green's feet in order to knock it off the ledge.
◈ Whip+I.C: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
It's unattended, so maybe?
Those were ALL crappy rolls, so...
Hero Point for Whipping or Telekinetic Projectiling: 1d20 ⇒ 20
:)
PFS 2 GM ZD |
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Ionic finishes off red.
Hopper moves in and lands a hit against green.
Round 5
Pip inspires and then attempts to assist Barydeth with disarming green, at the last second, her whip snaps into places, taking the gem out of greens hand.
Since Pip managed to disarm green with a hero point crit, Barydeth may restate his actions. Using the rolls he already had, so a 14 and a 7
Round 5-Bold May Act
Barydeth
Pip
Salliss: slowed 1
Herondal
Green-injured
Ionic
Hopper
Green: 46/80; sickened 1, d6 bleed
Salliss |
Being a little ways away from the action, Salliss tries to remember if he has ever heard of a creature like these. He has already observed several things about them.
I don’t believe you ever said what knowledge it is. If you did, I missed it.
Unfortunately, I doubt my Lore Demon will work.
He then puts away his rapier.
Herondal Lapetty |
Herondal will continue to inspire with his mime act ◆ and then shock the remaining whatsit. ◆◆
Electric Arc DC 25 simple reflex save: 4d4 + 4 + 1 ⇒ (3, 4, 4, 4) + 4 + 1 = 20
PFS 2 GM ZD |
It is Nature.
nature: 1d20 + 10 ⇒ (19) + 10 = 29
Something finally clicks within Salliss, this uncommon creature raised the DC to identify by 2 are called Stygira, Evil Earth fey. He is able to remember, like a majority of fey creatures, they have a weakness to cold iron. Their stone-like body gives them Physical resistance to everything but adamantine. For future reference, had to look this up, but you add weakness then resistance, in that order. Finally, he confirms in fact that they do need a gemstone to see, without it they are blinded. Fun fact, with it, they have dark-vision and true seeing
Salliss may attempt again, but at a higher DC, to get more information
He then places his rapier back in its loop.
reflex: 1d20 ⇒ 16 Success
Herondal shocks it. It manages to dodge some of it.
Can the heavy-hitting Barydeth finish it?
Round 5-Bold May Act
Barydeth
Pip
Salliss: slowed 1
Herondal
Green-injured
Ionic
Hoppe
Green: 36/80; sickened 1, d6 bleed
Bardyth the Giant |
Bardyth will still have leapt over to green then. Seeing it disarmed, he'll drop his fancy whip, draw his glaive, and swing with the glaive..
preset plus ic vs flat footed from being hidden: 14 + 17 + 1 = 32
slashing, cold iron, Ghost touch, ic: 2d8 + 16 + 1 ⇒ (1, 2) + 16 + 1 = 20
the 7 would get dumped into his AoO, which I'm sure misses if it comes up, so not going to bother adding the rolls here.
Salliss |
“They are Stygira, a type of evil fey. We want to use cold iron on them, and without those gems they can’t see!”
PFS 2 GM ZD |
Barydeth moves in and delivers a decent hit to the Stygira.
**************************************************************************
The Stygira focuses on the square that Barydeth's attack came from.
Hidden, DC 11: 1d20 ⇒ 7
It then swings in the general direction of Hopper.
Hidden, DC 11: 1d20 ⇒ 19
Claw + map: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 282d6 + 10 ⇒ (3, 4) + 10 = 17 Hit. 17-2=15 damage. DC 24 fortitude save vs curse, primal, transmutation or be slowed 1, slowed 2 on a critical failure[/dice]
It swings again at Hopper.
Hidden, DC 11: 1d20 ⇒ 12
Claw + MAP*2: 1d20 + 16 - 8 ⇒ (7) + 16 - 8 = 152d6 + 10 ⇒ (6, 3) + 10 = 19 [ooc]Miss
bleed: 1d6 ⇒ 11d20 ⇒ 12
Round 5-Bold May Act
Barydeth
Pip
Salliss: slowed 1
Herondal
Green-bloodied
Ionic
Hopper
Round 5-On deck
Barydeth
Pip
Salliss: slowed 1
Herondal
Green-bloodied
Green: 18/80; sickened 1, d6 bleed, blinded
Ionic Saltbeard |
Ionic raises his trident and gives a smile at the fact he picked this weapon to get the cold iron treatment. This one could be thrown readily.
He focuses on the last enemy for a moment, trying to find a good place to pierce the creature. "YA goin' down. Now 'ust give up."
He raises his trident and takes a moment to aim as he steps to the rights a bit to line up a shot and then throws.
“Oi get back here!” Ranged Cold Iron Trident, IC: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Damage, piercing, IC: 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8
! action: Hunt Prey, 1 Action Step, 1 Action: Strike. If that is a crit it leaves the enemy Clumsy 1 for 1 round as the spear (trident) pierces it.
The Mad Hoppper |
Fortitude save, id, DC24: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Hopper yells in pain "Sonny, this is not my first rodeo, you need something better to scare me off!"
Cold-iron dogslicer@green, ic: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
Damage, cold-iron, slashing, backstabber, ic, pure goblin awesomness: 2d6 + 1 + 1 + 1 ⇒ (6, 5) + 1 + 1 + 1 = 14
Cold-iron dogslicer@green, ic, map(agile): 1d20 + 16 + 1 - 4 ⇒ (7) + 16 + 1 - 4 = 20
Damage, cold-iron, slashing, backstabber, ic, pure goblin awesomness: 2d6 + 1 + 1 + 1 ⇒ (5, 2) + 1 + 1 + 1 = 10
Hopper swings his dogslicer twice before taking the step back.
PFS 2 GM ZD |
Ionic and Hopper combine efforts. Both landing a hit.
The Stygira still stands.
Round 6-Bold May Act
Barydeth
Pip
Salliss: slowed 1
Herondal
Green-bloodied
Ionic
Hopper
Green: 6/80; sickened 1, d6 bleed, blinded
Bardyth the Giant |
Bardyth swings a whirlwind of blows at the Stygira.
glaive, ic: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33
slashing, Ghost touch, cold iron ic: 2d8 + 16 + 1 ⇒ (6, 5) + 16 + 1 = 28
deadly d8: 1d8 ⇒ 3
glaive, ic map: 1d20 + 17 + 1 - 5 ⇒ (14) + 17 + 1 - 5 = 27
slashing, Ghost touch, cold iron ic, forceful: 2d8 + 16 + 1 + 2 ⇒ (4, 1) + 16 + 1 + 2 = 24
deadly d8: 1d8 ⇒ 1
glaive, ic, super map: 1d20 + 17 + 1 - 10 ⇒ (5) + 17 + 1 - 10 = 13
slashing, Ghost touch, cold iron ic, super forceful: 2d8 + 16 + 1 + 4 ⇒ (5, 8) + 16 + 1 + 4 = 34
deadly d8: 1d8 ⇒ 6
Herondal Lapetty |
"Almost got it."
Herondal will continue to Inspire Courage. ◆
And then try and electrocute it again. ◆◆
Electric Arc DC 25 simple reflex save: 4d4 + 4 + 1 ⇒ (1, 3, 1, 2) + 4 + 1 = 12
Salliss |
Salliss gets out his bow and attempts to shoot past Bardyth at the creature.
Enemy has soft cover from Bardyth
Shortbow, IC: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 Range increment 60’
Piercing, IC: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
On crit Deadly: 1d10 ⇒ 8
Sneak Attack: 2d6 ⇒ (5, 4) = 9
Shortbow, MAP, IC: 1d20 + 16 - 5 + 1 ⇒ (10) + 16 - 5 + 1 = 22 Range increment 60’
Piercing, IC: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
On crit Deadly: 1d10 ⇒ 5
Sneak Attack: 2d6 ⇒ (5, 2) = 7
“I need to invest in some cold iron arrows.”
PFS 2 GM ZD |
Barydeth finishes off the Stygira. Its lifeless form slumps and joins it's gem at the bottom of the statue.
Out of initiative. Salliss you can save you ammo. Will give you all some time to heal up and regroup
Pip Hip Hooray |
"Even for Urxehl's followers, they were nasty!" She lands on the statue. "Are you guys okay?"
Salliss |
Acrobatics: 1d20 + 19 ⇒ (14) + 19 = 33
Lightly walking along the beam and then up to the door, Salliss admits “I’ve been better.”
Am I correct that unless we use an Aspiration Point the slowed 1 condition will stay? I know that Drained goes away with a nights rest.
PFS 2 GM ZD |
A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified.
Since it is a curse, the society will not remove it for free. But then again, looking at the above quote, it can be removed on its own. You just need to bathe in the sun for an entire day...so you get a day off. Make sure to wear sunscreen.
But, it will remain in effect for the rest of this scenario unless you do spend the aspiration point. That could be a bummer.
Ionic Saltbeard |
Ionic looks at his rather shredded skin and large bruises. "Could use some 'elp."
He sits down and pulls out some herbs and supplies as he starts to try binding his own wounds some.
Nature (Natural Medicine) DC 20 Expert: 1d20 + 14 ⇒ (8) + 14 = 22
Healing: 2d8 + 10 ⇒ (5, 4) + 10 = 19
The Mad Hoppper |
Hopper looks at the fallen creature "Eat that bozo!" he yells
Then turn towards Wolfie and his wounds.
Good job folks! We only have Salliss to heal from slowed effect and we have points to do that, so let us do that.
Do we have a healer in the team? I think we have enough of potions and stuff, but Hopper is missing -20 HP and Wolfie is missing -36
Bardyth the Giant |
Bardyth will heal 1 hit point from the damage he took at the base of the statue, any round now, from his alone stone.putting him 10 from max. And he will heal by 1 for every minute we spend doing things.
Ionic Saltbeard |
I forgot Ionic has one of those too! How long did climbing take? And if we do stop and rest Ionic would heal another 10 putting him 58 from full.
Pip Hip Hooray |
Medicine, Saliss: 1d20 + 11 ⇒ (18) + 11 = 29
Hit Points Healed: 4d8 ⇒ (2, 1, 8, 1) = 12
Medicine, Ionic: 1d20 + 11 ⇒ (16) + 11 = 27
Hit Points Healed: 4d8 ⇒ (1, 3, 3, 7) = 14
Pip gets out her med kit and heals some of Salliss and Ionic's wounds.
Then she casts a third level Soothe on Ionic.
Soothe: 3d10 + 12 ⇒ (4, 6, 5) + 12 = 27
"I can also offer a healing potion if you need it. How do you feel?"
Ionic Saltbeard |
Pip's healing, unless it's battle medicine, would add another 10 mins leaving Ionic down 7 hit points. That should be okay.
Ionic waves away the potion. "Got me own if need. But feelin' near perfect... We ready to move?"
Salliss |
Salliss thanks Pip for treating his wounds and then gets out a minor healing potion and quaffs it.
minor healing: 1d8 ⇒ 2
“Almost. I expect the storm to have started again.”
Once people are ready to open the doors, he reads the scroll to give himself some fire resistance and gets out the scroll of stoneskin.
Ready when others are. Did we spend the aspiration to remove the slowed 1 from Salliss?
The Mad Hoppper |
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Hopper takes one potion and drinks it himself...
Elixir of life, lesser, Hopper: 3d6 + 6 ⇒ (1, 5, 6) + 6 = 18
While the other he pours into a bowl and lets Wolfie go through it.
Elixir of life, lesser, Wolfie: 3d6 + 6 ⇒ (3, 6, 6) + 6 = 21
"Who's such a good boy! You look already better"
Hopper -2, Wolfie -15. I think I am good to go. And yeah let us heal Salliss
PFS 2 GM ZD |
With the party healed and ready to continue, they lead to through the door at the top.
A walkway of stone leads up inside the stone robes of the Colossus up to the back of its immense neck. The curving path rises up twenty feet from the stone door, leading from the chest cavity up to the door into the back of the statue’s neck.
The storm continues to batter the colossus, the PC's are safe from it for now.
The ramp offers a vantage point from which the PCs can see the havoc wrought by the demoniac’s ritual, as the rain of fire demolishes ruins and sets groves of red bruorsivi pines ablaze.
vs Drendle Stick
Salliss's Perception (M): 1d20 + 21 ⇒ (5) + 21 = 26
Herondal's Perception (E): 1d20 + 18 ⇒ (9) + 18 = 27
Bardyth's Perception (E): 1d20 + 17 ⇒ (14) + 17 = 31
Vs collapsing ramp
Salliss's Perception (M): 1d20 + 21 ⇒ (20) + 21 = 41
Herondal's Perception (E): 1d20 + 18 ⇒ (6) + 18 = 24
Bardyth's Perception (E): 1d20 + 17 ⇒ (14) + 17 = 31
While heading up the ramp, Barydeth spots something out of the ordinary. A set of caltrops that magically blend into the masonry, almost impossible to see.
pip invesigate: 1d20 + 17 ⇒ (17) + 17 = 34
Pip, taking the advantage to investigate these does so, she has heard these being whispered about in the lodge. They are Drendlesticks, enchanted caltrops. Not only do they hinder your movement, but they also cause the wound to bleed. Additionally, they come with a command spell for those who step on them to instantly drop what they are holding. By her guess, there is a 50/50 chance that whatever you are holding will drop off the back of the colossus.
You can easily avoid this one, or you can attempt to disable it with a thievery check.
Further down the walkway, Salliss and Barydeth spot some weak and crumbling masonry. They believe that one more blast from the storm would cause the whole side of the colossus to give way.
Again, knowing where it is, you could either disable it with an Expert Crafting check (2 Success needed) or avoid it
Or you could just proceed into the head when ready
The Mad Hoppper |
Hopper looks at the masonry "It will take me just a moment, Wolfie sit here, if Salliss will not disable those caltrops let other, walk into it. "
Crafting(master), disable: 1d20 + 18 ⇒ (18) + 18 = 36
"That is not that different than Goblin architecture. I once was looking a similar construction, a group of goblin builders wanted to create a statue of old woman sitting with her back bent. Everything was going well, given the circumstances, but then one 'architect' added a long snot from her nose which messed up the balance. "
Crafting(master), disable: 1d20 + 18 ⇒ (2) + 18 = 20
Crafting(master), disable: 1d20 + 18 ⇒ (11) + 18 = 29
With a bit of luck 20 is not crit fail ;)
Salliss |
Sallis attempts to disable the magical caltrops.
Thievery (Expert) to disable Drendelsticks: 1d20 + 16 ⇒ (9) + 16 = 25
Herondal Lapetty |
Herondal would aid these attempts.
Assuming the 20 fails regardless so will roll for the other 2.
Dramatically aid Hopper's second attempt: 1d20 + 20 ⇒ (8) + 20 = 28
+1 bonus.
Dramatically aid Salliss's first attempt: 1d20 + 20 ⇒ (5) + 20 = 25
+1 bonus.
Pip Hip Hooray |
Pip offers guidance to each person's first attempt!
+1 status bonus to first attempt
Bardyth the Giant |
Bardyth stands at attention, to guard his companions... and stay out of the way.
PFS 2 GM ZD |
Hopper moves up to the cracked masonry and repairs it in no time.
Salliss goes to disable the magical caltrops, but even with assistance from Herondal and Pip, he is unable to neutralize them.
Salliss |
“Do we take the time for me to try again, or do we just go around?”
If told to try again and I haven’t posted, feel free to bot the roll GM ZD. +16 Thievery.
Pip Hip Hooray |
"Shall we just go on? Perhaps we can mark the spot where the cantrips are, and move on?"
The Mad Hoppper |
Hopper nods his head "I hope we will not have to run away through this corridor..." says as he leads Wolfie around the trap
PFS 2 GM ZD |
Going into the head of the cyclops
A short set of stairs ascends five feet to a viewing platform within the head of the Colossus. Reinforced glass forms the eye of the Colossus, and it offers a stunning view of the landscape beyond: one currently wreathed in a supernatural firestorm. Magical runes move around the edge of the glass, while reliefs of cyclopes decorate the central support column. Stone doors exit out the ears of the statue.
The head of the Khadaim Colossus features a short staircase on either side of the statue’s central support column, which lead up to a viewing platform. From the platform, occupants can see through the statue’s massive eye—a lens of magically reinforced glass that offers a spectacular view of the landscape. The perimeter of this lens glows with mystical runes, energized by the magic generated on the statue’s bowl. Bas-reliefs decorate the central column and the stone walls, depicting various ceremonies the cyclopes of ancient Koloran performed here. A set of stone doors lead out the northern and western walls through the Colossus’s ears and onto the immense shoulders and adjoining walkway.
Thought you would appreciate the extra flavor outside of the box text
The PC's figure that they could use the reinfoced lense to siphon and empower some of Dolok's energy. By spending 1 aspiration point, the PC can use this one time to restore 1 focus point to each PC, reduce each PC's drained or slowed condition by 1(their choice), and cast a 4th level 3 action heal.
While you look around the room you find a thin, multifaceted sliver of the statue’s eye rests beneath the lens at the western end of the room.
I do not think you really need to do the one time empowered Aspiration point. So, we have another decision, which ear you want to try
Salliss |
Thanks for the extra flavor text! Interesting maps in this too.
Salliss points to the right ear.
Ionic Saltbeard |
Ionic shrugs and also points at the right ear as if to say. 'Eh it don't matter.`
The Mad Hoppper |
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Hopper follows Salliss "If the creature had only one ear, there would be less confusion. He looked up to the sky: you hear me!" like he is addressing some deity design the cyclops
Pip Hip Hooray |
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Pip raises an eyebrow and follows Salliss. "I guess we are playing this by ear!"